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2018/07/09 07:05:20
Subject: Warhammer 40K - The Return of Killteam : July 2018
Davor wrote: Thank you very much for that. 10 sided dice? Nice. So are we going to need multiple 10 sided dice now? It's so much easier to buy 6 sided dice in bulk lol. Hopefully the 2 is enough.
It's not really as if buying d10s in bulk is really all that hard either
I Am fervently hoping Necrons get to have a splash of variety. One of the things that bummed me out about shadow war was that the choices were immortals death marks and warriors. Their special operatives included those ostentatious blokes with staffs, but that really doesn't scream "kill team" to me. I'd love to see some flayed ones, but I am also aware that they are both resin, so are likely to be overlooked, and that the miniatures went down rather poorly.
Wraiths too, would be a nice inclusion, but again, with what looks to be a focus on the rank and file at the moment, I am ambivalent that they will get an opportunity, nor should they at the moment.
My other desire is lictors. I remember tyranids has the option of fielding a pair of lictors as a single kill team way back when: seemed pretty rad.
ghosty wrote: I Am fervently hoping Necrons get to have a splash of variety. One of the things that bummed me out about shadow war was that the choices were immortals death marks and warriors. Their special operatives included those ostentatious blokes with staffs, but that really doesn't scream "kill team" to me. I'd love to see some flayed ones, but I am also aware that they are both resin, so are likely to be overlooked, and that the miniatures went down rather poorly.
What unit would be better than the one from Immortal and Lynchguard kit? Flayed one didn't even have any options. Necron Lord?
2018/07/09 07:36:22
Subject: Warhammer 40K - The Return of Killteam : July 2018
I'm really pumped for this release - far more so than I expected to be.
The lack of expansive customisation is a bit of a shame if it's what it looks like - I'd expect it'll be locked to what units can take in 40k so people can't build models that are only 'valid' in one system.
Ideally, we'd have the best of both - let people go crazy in Open play, pay points for whatever options they want in Narrative play, then have the tighter kit restrictions in Matched play.
Really looking forward to running some Plague Marines though - the volume of options on that datasheet will make for some really cool Kill Teams.
2018/07/09 07:43:22
Subject: Warhammer 40K - The Return of Killteam : July 2018
Arachnofiend wrote: Guardsmen, Conscripts, Ogryn... probably not Ratlings since they're metal. Seems unlikely to me.
Oh, maybe Necrons? Warriors, Scarabs, Immortals, Deathmarks, Lychguard, and Flayed Ones would do it. Flayed Ones are resin but could slip in under the "they make too much sense not to include" clause like Eldar Rangers.
I don't think that conscripts are material for spec ops . After reading through codex sentinels IMO are more plausible as they are stated to be deployed behind enemy lines more often than not.
2018/07/09 07:46:16
Subject: Warhammer 40K - The Return of Killteam : July 2018
Grot 6 wrote: As to Balance- THAT is not an issue, so what if it's not balanced? You get to play The Alamo style fights, or have to live by whatever you have on your person- Just like any good skirmish game. What struck me the most was - Rogue Trader. With that or a couple of those boxed sets, a couple added squads, and a Knight, YOU have options.
A balanced competitive game is fun, though...
13 hours. Blackhawk down, The Alamo, Assault on Precinct 13. Escape from New York, The Wild Bunch, The Wild Geese, Red Dawn, Star Wars, Dawn of the dead, Night of the living dead, Day of the Dead, Battle Los Angeles, Solomon Kane, Black Death, etc.etc.etc…..
This message was edited 1 time. Last update was at 2018/07/09 08:37:59
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2018/07/09 08:43:01
Subject: Warhammer 40K - The Return of Killteam : July 2018
ghosty wrote: I Am fervently hoping Necrons get to have a splash of variety. One of the things that bummed me out about shadow war was that the choices were immortals death marks and warriors. Their special operatives included those ostentatious blokes with staffs, but that really doesn't scream "kill team" to me. I'd love to see some flayed ones, but I am also aware that they are both resin, so are likely to be overlooked, and that the miniatures went down rather poorly.
What unit would be better than the one from Immortal and Lynchguard kit? Flayed one didn't even have any options. Necron Lord?
I agree with you in that Deathmarks would fit the bill as Necron Spec Ops, and I can see an immortal lugging around a cannon as the designated "heavy," but the concept of lychguard jumpacking around behind enemy lines wielding staves doesn't feel, at least to me, very Kill Team. A lord, despite having the same flaws at Lychguard, would be a fun possibility, but I expect command options won't be present in the options. As for Flayed ones, you are entirely right, they aren't very customisable, much like space marine intercessors (from the community description it seems to give the impression they have their boltguns and that's it, but I could be reading too much between the lines). The reasoning behind flayed ones was more the lore implications. Much like people arguing sentinels should be in Kill Team because they have been used historically for behind enemy lines sorties, flayed ones seem to spend their time sneaking about, utilising psychological warfare.
Maybe they are cheap in both bodies and their equipment choices? I could see a squad of veterans laden with special kit like the old 3rd(?) edition codex days, where they packed just about anything they could get their hands on.
Fatum Iustum Stultorum
Fiat justitia ruat caelum
2018/07/09 08:47:36
Subject: Warhammer 40K - The Return of Killteam : July 2018
Maybe Guard can get up to 12 guys or something. Otherwise I imagine that Guard will pretty much always be able to start with ten models and will have access to more special weapons, where as marines will struggle to be able to field five marines with anything more than barebones gear out the gates.
2018/07/09 09:17:55
Subject: Warhammer 40K - The Return of Killteam : July 2018
damn, once again poor marine players get the shaft because GW has to push the babys first space marines.
You can pretty much judge the merits of a unit in kill team by how many upgrades and options the unit has available. Scouts: four basic weapon options, everyone can either have or not have a camo-cloak, plus a heavy weapon guy and a sergeant who both have their own special gear. Great for kill team.
Primaris marines: 2 weapon options, a sergeant with a mono-loadout. That's fething it. Three choices. Reivers, I'd grant - they're the special operative guys, they can be in Kill Team, even if with just TWO choices they're objectively even more terrible than intercessors. They're at least covert operations themed. But god damn, you could have at least included assault marines to allow Space Wolf and Blood Angel players to pretend they were included in the game mode....
I guess just like in normal 40k its up to Deathwatch to carry the space marine lineup. Come on, Deathwatch Vets, Deathwatch Vanguard, Deathwatch Terminator lineup!
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/07/09 11:32:25
Subject: Re:Warhammer 40K - The Return of Killteam : July 2018
Primaris marines: 2 weapon options, a sergeant with a mono-loadout. That's fething it.
Intercessors actually have three different basic weapon options and an auxiliary grenade launcher. The Sergeant can have a power sword, (and a chainsword if you're a BA.) So not much choices, but still than you think.
Arachnofiend wrote: GW said previously that the number of datasheets for a faction would vary, and go up to six; I would be very surprised if the poster boys aren't one of the factions that get six datasheets.
Well, so far, Genestealer Cults have the most listed with five, with Ad Mech and Space Marines having four. So almost like it has no relation to popularity. Though Space Marines could maybe add Apothecaries. There isn't a need for Assault Marines or Devastators since those will likely be covered by the Tactical Marine through loadout.
I somehow misremembered the GSC total as also being four, and just assumed that was going to be the number of units previewed for everyone. Oops.
Wonder who's going to have six, then.
Tau maybe? The could have Fire warriors, Breachers, Pathfinders, Stealth suits, and Kroot. [edit] ...wait thats's five. Welp guess I should get some sleep.
Breachers are Fire Warriors with a different weapon. My guess would be the ACTUAL poster boys of this edition, Imperial Guard.
They're separate unit entries though. Also I know it's probably a fool's errand to hope for, but Vespids please maybe?
This message was edited 1 time. Last update was at 2018/07/09 12:03:26
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2018/07/09 12:19:28
Subject: Re:Warhammer 40K - The Return of Killteam : July 2018
Killzone: Sector Mechanicus is 65 Euros. That's 5 more than, say, a Galvanic Magnavent or Promethium Forge, and for that 5 more you get, basically, a Ferratonic Incinerator, Alchomite Stack, and a set of Plasma Conduits (plus the map and the rules/scenarios/etc.).
lolman1c wrote: Guys... where are the terminators? Don't they sometimes get sent on spooky secret missions? I wanna recreate SpacecHulk in Kill Team!
Kill Team has traditionally restricted the use of certain units (like ones with 2+ armor, or more than X amount of wounds). Can you imagine having to try and kill a regular terminator, let alone something like a GK Paladin or an assault terminator with a thunder hammer and storm shield, with only one guardsman at a time? It’d be virtually impossible to do without the weight of fire behind them that they normally pack. By disallowing some units, it helps normalize things a bit more.
That said, I like terminators, too.
Which always seemed odd when you could bring tanks.
Transports really, not tanks. No combined armor value over 33, if we’re talking 7th Edition.